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Shadowdancer was never a great class; it was only useful for taking 1 level to get HiPS. We moved HiPS to 4th level on this server because dipping 1 level to get that great ability was just too strong for too little cost. This had the unfortunate consequence of making Shadowdancer a very hard sell for stealth builds. These changes accomplish two things.

First, the unlimited Shadow Daze uses give the Shadowdancer a meaningful contribution in every fight, both for PvE and PvP.

Second, the expanded duration on Shadow Evade gives the Shadowdancer much more survivability and encourages the actual use of the ability.

When we gave Fighters the Pathfinder treatment, Weapon Masters got friendzoned pretty hard. With strict feat requirements, awkward ability progression, and a payoff that was no longer unique, there wasn't much sense in taking this class.

By moving Ki Critical to 5th level, we open up many more build possibilities for non-Fighter classes. It's much easier to account for 5 levels in a setup than 7, and we anticipate seeing some new combinations that weren't really viable before.

These new abilities have been added to flesh out the class's progression up to level 10 and play up what's always been suggested about the class but never really emphasized: battlefield mobility. This class, if taken to level 10, will be very useful in large melees. Spring Attack means free movement through enemy threat zones, and Improved Whirlwind attack gives you an attack against every enemy in a pretty large radius. We can't make this class exceed a fighter in raw attack bonus and damage, but we can make it excel in a different area.

Another class that got hosed when Fighter was improved. Still working on bringing this one up to snuff, but for now, giving the class unlimited uses of its stance allows it to maneuver freely and enjoy its main class feature throughout a PvE content run. From a PvP standpoint, you're not screwed if your opponent refuses to fight you in a certain spot; you just have to manage your cooldown.

Misc
- Bandage calculations have been improved. The full cycle takes half the time, and the healers Heal skill / targets CON bonus have a greater impact on the healing.

- Improved bastard swords, SB, and Duelest vendor weapons to be more relevant and useful.

- Mossdale and Whurest bosses now have a slight chance to drop high quality gems. And those barrels in the Spine do not (wish the public had reported this earlier).

- Argyle loot containers should now work properly.

- Refugees and Stageplay scripts added in Cheapside / Aquor

__________________The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

"Heroes need the weak to feel important. I say, teach the weak the skills they need to live on their own, to protect themselves and break free of the chains of charity and victimization. The Triad needs people to protect. I need people to succeed." -Byrun von Hellstrom

This is so feckin fantastic! I've been looking forward to such changes to Shadowdancer for a long while! The changes to weapon master is just icing on the cake!

Is shadow evade still an instant feat/use - or was that never implemented?

Will the Weapon Master bonus to crit range and crit multiplier stack with the ditto from Sword Saint? I'm thinking with 5 fighter/5 weapon master/10 SS you could have crits on 11-20 and x4 multiplier on rapiers, kukris, scimitars and falchions. Wow!